Documentation/Engine/Game data/Player trucks definitions< Documentation | Engine | Game data
Player truck definitions can be thought of in two components:
- Vehicle parts definitions describe the characteristics of the truck and its many accessories.
- -Think of these as a set of building blocks from which the truck can be built; They don't assemble themselves!
- Vehicle configurations assemble the parts definitions into a vehicle that may be driven or purchased.
- -Think of them as the instructions for the game to assemble the building blocks (data definitions) into a vehicle when it is first loaded.
Vehicle Parts Definitions
Each truck is configured in its own folder (e.g. "<brand.truck>" in tree view below) containing:
- SII file: data.sii - defining: truck info, cameras, fallback rules for parts of the truck and required accessories. There is 8 mandatory fallback rules: chassis, cabin, interior, engine, transmission, f_wheel (or f_tire), r_wheel (or r_tire), paint_job and head_light.
- Subfolders: (chassis, cabin, interior, engine, transmission, paint_job, head_light, sound) - defining different parts and accessories of the truck. First 7 folders are needed because of mandatory fallback rules and sound folder is needed for truck mandatory sounds definitions.
- Optional folder: accessory - defining all possible accessories for the truck that user can install in game Upgrade Shop. This folder holds another level of sub folders for separating different accessory types that player can install on the truck and will be listed in Upgrade Shop once player selects proper accessory type. Moreover names of subfolders directly correspond to the names of model locators truck 3D model has to have for ability of having that types of accessories enabled in the game.
Root game folder ├def ├vehicle ├truck ├<brand.truck> Truck main configuration folder. ├accessory Folder for defining all accessory types which can be installed on this truck. ├beacon Folder for defining accessories of the type "beacon". ├shape1.sii File defining one beacon model which can be named freely (no restriction applies on SII file naming inside accessory type). └... More beacon models definition files. └... Folders defining more accessory types and it's model definitions. ├cabin Folder with SII files defining cabin mandatory truck part; one cabin per one SII file. ├chassis Folder with SII files defining chassis mandatory truck part; one chassis per one SII file. ├engine Folder with SII files defining engine mandatory truck part; one engine per one SII file. ├head_light Folder with SII files defining head light mandatory truck part; one head light type per one SII file. ├interior Folder with SII files defining interior mandatory truck part, its animations, dashboard colors and glass data; one interior per one SII file. ├paint_job Folder with SII files defining paint job mandatory truck part; one paint job per one SII file. ├sound Folder with SII files defining sound mandatory truck part. There should be at least two SII files: ├<name>_ext.sii File defining exterior sounds. ├<name>_int.sii File defining interior sounds. └... Additional sound definition files (if applicable). ├transmission Folder with SII files defining transmission mandatory truck part; one transmission per one SII file. └data.sii Defining truck global data: info, cameras and fallback rules. ├<2nd_brand.truck> Folder defining second truck having the same inner folder structure as first truck above. ├... Folders for defining more trucks. ├common_sound_ext.sui Defines common sounds list for exterior. This list has to be included in each truck exterior sounds definition file. ├common_sound_ext_data.sui Defines common sounds data for "common_sound_ext.sii" list. ├common_sound_int.sui Defines common sounds list for interior. This list has to be included in each truck interior sounds definition file. ├common_sound_int_data.sui Defines common sounds data for "common_sound_int.sii" list. └fallback.sii Configuration of fallback truck in the case player loads save with truck that is not in game data any more (may happen when truck mod is removed).
There are three types of player truck configurations, depending on their use in the game:
- Dealers inside folder: "/def/vehicle/truck_dealer/" (if truck has RHD variant also in UK dealers folder: "/def/vehicle/truck_dealer_uk/").
- Desktop preview inside folder: "/def/vehicle/truck_desktop/" (if truck has RHD variant also in UK dealers folder: "/def/vehicle/truck_desktop_uk/").
- (Optional) Quick Jobs trucks inside folder: "/def/vehicle/truck_company/" (if truck has RHD variant also in UK dealers folder: "/def/vehicle/truck_company_uk/").
Root game folder ├def ├vehicle ├... ├truck_company Truck configurations for Quick Jobs. ├some_truck_a.sii Quick Job truck configuration. There are no naming restrictions, but be wary of naming collisions. └... Additional Quick Job truck configurations ├truck_company_uk Truck configurations for RHD trucks (UK related) Quick Jobs. (ETS2 Only) ├truck_dealer Contains dealer showroom configurations (sortiments) and folders containing truck configurations. ├<brand> Contains truck configurations. The name of the folder is not restricted. ├some_truck.sii Dealer truck configuration. Do not use the
SiiNunitmagic mark because these are included into the sortiment. └... More dealer truck configurations. Typically one per file. ├<brand>.sii Sortiment defining default trucks in dealers of a specific brand. (ETS2 only) └<brand>.<infix>.sii Additional sortiments defining trucks in dealers of a specific brand. ├truck_dealer_uk Defines assortment of RHD trucks for dealers and has the same structure as truck_dealer. (ETS2 only) ├truck_desktop Truck configurations used in Truck Browser. ├some_truck.sii Desktop truck configuration. There are no naming restrictions, but be wary of naming collisions. └... Additional Desktop truck configurations ├truck_desktop_uk Truck configurations for RHD trucks used in Truck Browser if player started game in UK. (ETS2 only) └...